Quote Originally Posted by Reynhart View Post
This is a problem, but it's not a problem of Eureka but a problem of the whole game. In fact, like Kaldea nterestingly said, wether you do top DPS or completely suck at it, you'll get the same reward in raids, while in Eureka, doing the train underleved will give way less reward that targeting appropriate monsters. So Eureka is the less guilty content of FFXIV regarding this.
That's still a really bad design. The game shouldn't give rewards for not playing it at all.

As for the R24, I agree, but what do you want to do about it? Bad players will still be bad if they don't even want to read their skills. And making an "Enrage" mechanics in it will just punish the average/good players that have to support them. Or you just gate every content behind the SSS dummy.

Quote Originally Posted by Reynhart View Post
That's a very debatable philosophy and the main difference between XI and XIV "Do you punish those that do wrong or do you reward more those that do right ?" And again, Eureka, for at least having an Xp loss and a level down, is the content that lean the most toward the former (In the context of FFXIV).
I personally wouldn't be opposed to losing some Xp even if you're raised, that would make people pay more attention...Yet again, they chose to add objectives in Eureka to give more incentive to killing monsters, following again the philosophy of "better rewards by doing better" instead of "no reward for doing bad".
Sure, but let's be honest, here. The xp loss almost never happens in Eureka, since you always get raised. Plus, just saying that you will lose xp even if you are raised by an other player will make people rage about the technical problem of Eureka. You know, when the boss disappear or when there is so much enemy/players on screen that you don't even see what's killing you?

And again, the design is really not clear or rewarding enough to make players wonder if they are doing it the good way or not.



Quote Originally Posted by Reynhart View Post
Frankly after the fiasco of both Diadems, I undertstand how they didn't want to go deeper into Eureka before seeing if people would follow it. And I like Anemos even only for being something different than the dungeons or raids, and for making people actually talk to each other, organize (If only a little) as a group, and generally be helpful. I hope that Pagos will improve this whole concept.
Like I said, to me Eureka is an insult to the player base. I can't understand the excuse that "Diadem failed, let's do the bare minimum for Eureka". Eureka's design is lazy, boring and unfitting for a 2018 MMO. It could have been great but right now it's mediocre at the very best.
Sure, it's different from dungeons or raids, but is that really all they could do with that? Just an other boring and mindless FATE train? And let's say that "people are playing it right", would it be less boring to farm those two items in an instanced environment?

I'll wait and see for Pagos, but seeing how S.E. already gave the validation for Anemos with how flawed it was, I won't get my hopes up for this.